Realistic
Realistic Commons VFX(1)
GCC Academy
Hello
I'm Kwangwook Tak, your instructor for Unreal Graphics
We previously worked on creating a level
and now it's time
to capture that level in video form
Unreal Engine provides a feature
called Sequencer for this purpose
In this session, we'll use the Marketplace to build a stage
or level
and understand the concept of the Sequencer, which enables video creation in Unreal Engine
Additionally, we'll explore camera work
a fundamental aspect of video production
Using the Marketplace(Fab) and Overview of Sequencer
To create a sequencer, we'll first design a level
For this level, we'll learn how to utilize external resources
by importing assets from outside
and installing them into the project
We'll learn this
Previously, Unreal Engine had
a marketplace for buying and selling assets, known as the Marketplace
accessible from
the launcher
next to the Library tab
This has now been rebranded as Fab
Fab expands on the original Marketplace
offering a broader range
of assets for purchase and sale
It's currently undergoing further expansion
Let's look at how to buy and sell assets using Fab
Click on the Fab tab
to see a Start Exploring
Clicking this button
redirects you to the Fab website
where you can perform the same activities
When you click
you can go to Fab homepage
Here, users can engage in buying and selling assets
I've been talking about buying and selling
but this site called Fab
is a marketplace where users can create assets themselves and sell them
and developers can develop those assets
and then buy those assets from users who want to develop them
In the past, there was only one Marketplace
Still, now Unreal Engine
has integrated multiple platforms
such as Sketchfab
and ArtStation
into one unified system called Fab
It hasn't been that long since we integrated under the name Fab
So, there are a lot of transitional situations that have arisen
For example, some products that were previously available on the Marketplace
are currently not accessible
on the Fab site
Of course, there is an advantage in that you can buy everything previously available on other sites besides the marketplace
at once
and conveniently
I do feel a little sorry about that
As time goes by
it seems that assets previously available on the marketplace
will gradually increase
even though they are not currently available on Fab
First of all, the way to buy is simple
If you look, you can see various assets by browsing in front
If you hover your mouse over browse at the top
you can decide the category by type like this
For example, if you click on 3D models
you can see the price
for 3D modeling like this
You can see the items you can buy
And on the right, there are various formats
For example
you can see the tool it was made with
the extension
and the game engine
If you look, you can see that it is not only Unreal Engine but also EFN
so that you can see the Fortnite editor version
And you can see Unity
This current Fab site
is the Unity Asset Store
Unity also has Marketplace
That marketplace called the Asset Store
is joined by this Fab
so that you can buy assets in Unity at the same time
It's amazing
There's an item where you can decide the format
Then, you can decide on the download size
and price
If you click and see
there's a free version, you can click
and get only the free version
When working on an early project
if you use free data like this
to create a high-quality prototype
you can simply use the prototype with high utilization and quality
It's simple to purchase
How can we utilize
these features?
Let's say we're browsing a modeling asset
When you open it, you can view details about the asset
On the right
you'll find options for selecting its usage type
By clicking License
you can choose between personal or commercial use
and the cost will vary accordingly
You can select Personal Use and proceed directly to download
Upon clicking, you'll be prompted to choose the desired file format
for download
You can get this format right here
There are also these
Alternatively, you can add the asset to your Library for later access
So if you click on it
you can then later select it from the Library and bring it back in
There are also props like this
And for example
Under the Environment category
let's take the Dynamic Heat Create Sample as an example
You can download impressive environments like these
When you click Download
instead of receiving it as a generic 3D modeling format
you'll see options specifically for Unreal Engine
such as into an Unreal Engine project
You can see this option pop up
If you check these things
and there are files that need to be installed in Unreal Engine
click Add to My Library on the right
to own them in your Library
Once it's entered My Library
the usage method is simple
Once the View in Library button is available
go to your Library
When you go to My Library
You'll see a list of all the assets you've purchased there
For 3D models
you can simply click
to download the files
directly in the desired format
Similarly, you can access and use assets directly from your Library
Especially in the case of environment
like the Dynamic City we just saw
assets that can be used in Unreal Engine 5
cannot be downloaded right now
So we have to use another method
Here's how to proceed
After confirming the assets in your Library
on the website
open the Launcher
In the launcher, go to the third tab, Library
In Library tab
scroll down
to find the Fab Library
If the assets
don't appear immediately
perform a Refresh
Once refreshed
I chose other category
make sure the Category is set to All and refresh
then you'll see all the assets from your website library
displayed directly in the launcher
Let's try searching
for the Dynamic City asset we just acquired
When you search, you'll see Dynamic City in the results
Clicking it redirects you to the website
Using this asset is straightforward
In this case, the option says Create Project
This asset
the one you just downloaded
seems to be one that requires the creation of a project itself
So, we're just going to create it as a new asset
On the right side
let's look at other options
It says Add Project
If it says Add or Install Engine
things like these
We should click on it and add it to the project we want
In this case
it might be the Level Design_VOD project
Select the project, and once you click Add to Project
the asset will be installed directly
After adding the asset to a project
you can use it by installing it directly in the project
If the project has been added
you can see that
a new folder is created in your content browser
in your folder
and the assets we purchased are installed in that folder
I would like to use this FAB
to receive levels for learning the sequencer
However, the assets we've been using
are not yet available on Fab
While they may be added over time
the current learning materials
can't be used
To address this, we've uploaded the assets created
during our course development to a GitHub repository
For this session, we'll use the resources from the GitHub repository
to learn about the Sequencer
If you check the links in
the exchange or video materials
you'll find the GitHub repository
You can download the Environment Pack 3 folder
by clicking on the Code
and selecting Download zip
Please compress this folder and download it
Once the download is complete, unzip it
After extraction, you’ll see a folder
named Environment Pack 3
containing several subfolders
There are several folders
In this state, I will copy and paste the entire folder
called Environment Pack 3
I'm going to copy and paste it
Where do I paste it?
The project we're currently using
In my case, I'm teaching using a project
named LevelDesign_vod
When you open this project folder
you'll see several subfolders
Among them, go to the Content folder
Here, you'll find folders for the levels
materials, and other assets
Right here
Paste it here
Copy and paste Environment Pack 3
If you copy and paste like this
a folder will be created like this
You can see that a folder like this has been created inside the content folder
The path is very important
Copy and paste directly under the Content folder
After doing this, return to your project
and in the Content Browser
you'll see the Environment Pack 3 folder appear
Then it's done right
We'll use these assets for the Sequencer
Inside, look for the Maps folder
You'll find various maps within it
and we'll use the DemoMap4 level for this session
To get started
go to File, New Level
and select Empty Level
to create a blank level
Drag and drop
the DemoMap4 level
into the blank level we just created
Initially, the level may appear as a gray checkered box
However, after a short while
the Shaders will compile
and the assets will load properly
This may have taken a while
Once the compilation is complete
you will see a very clean
and nice level like this
This asset is a map that was created
while making a mobile game called Infinity Blade at Epic Games in the past
That map has now been discontinued
and all of its resources have been released
You can use it freely
Epic Games made these assets free to use
enabling developers to incorporate them freely
into their projects
Their exceptionally high quality
makes them a valuable resource for learning and development
In this empty level
we were using a map called Demo Map 4 from outside
by drag and drop
This process is called Streaming Level
which means loading and using an external level within another level
Since Unreal Engine 5
this process has been renamed to Level Instance
I think it would be better to think of it
as something that used to be called Level Streaming
but is now called Level Instance
If you want to modify a Level Instance
such as making changes to elements within the imported level
For example, you can see that there's a light here right now
This light that's currently in this DemoMap4
which looks like a Directional Light
is set to Stationary to me
so it's not set to Movable
which is why it looks like there's an error
I want to fix this part
So I want to click and edit it
But actually, since I'm in a level instance called DemoMap4
it's not going to be easy to
actually go into this map
and select it directly to edit it
If you click on the level instance actor
called DemoMap4 in the outliner
you can see that there are various actors inside
but they are all disabled
This means that you can't change them
You can't modify them
To enable editing, go to the Details panel
and locate the Level Edit section
Click the Edit
Once clicked, you'll see that the actors in the Level Instance become active
In other words, you can think of it
as you are currently in this level called DemoMap4
So you can see that the level name above
has also changed to green
The middle button
You can see that the button that says Exit is also activated
In this case, we came in here
In other words, you can think of it
as coming directly into the asset below
the level called DemoMap4 in our content browser
So if you come in and select this light
and change it to Movable
you can see that the X mark disappears like this
If you're done with this, Exit
If you press the Exit button at the bottom
to save this
you can see that it's coming out well
without the X mark
And again, you can see that the object is disabled
Let's close it again
and then, on the level instance
we will try a simple camera direction
Let's learn about Sequencer
Sequencer is
when we normally play a game
like the game opening or ending
or to explain an important story
suddenly, in the middle of playing, user cannot control
and that the developer directed
a video appears
These are usually called Cut Scene
Creating these Cut Scenes
in Unreal Engine is done using the Sequencer
In the past, when engine quality was not as advanced
separate 3D assets were used
for Cut Scenes and gameplay
However, with Unreal Engine's current high-quality rendering capabilities
in general videos
movies, animations, advertisements
and other genres, Sequencers
create a lot of videos
So these days, Sequencers are being used in many ways
not just for Cut Scenes
Then, let's look at the concept of a Sequencer
Since a Sequencer is
a function that creates Cut Scenes and other images
it uses many concepts from filming
So, it's a little easier to understand if you compare it to filming
The terminology and concepts are almost similar
So, if you look at it, the person who corresponds to a director is usually a developer
The developer who directs the scene that directs the Sequencer will be the developer
There's an actor called a Sequencer
We will learn about the Sequencer
This is an actor
You can think of the Sequencer actor as a director
The director has a scenario
So, in the Sequencer, there's a scenario
a scenario continuity, which we call a continuity
The director and the scenario continuity are usually called Sequencer
In that Sequencer, this camera
Cine Camera Actor is
used to shoot the video
Then, in the movie, there's a location
a place
You can think of that place as a level
You film the level with a camera
And in a movie, there will be actors and props
It would be good to think of all those as actors in Unreal Engine
Right now, we have a lot of actors on one level
There, the player moves
and the props move
The process of moving all these actors
and filming all of them with a camera
is filmed by the director according to the scenario storyboard
I think it would be good to think of this concept as the concept of a Sequence
Cinematic Direction Using Camera Work
So, in this level
which is made up of actors
and various props
we're going to do
with the first camera work, we're going to do a scene
where we can look around the entire map in one go
I'll do that kind of directing
And then I'll bring in an actor
in the second scene
Enemy
I will try to compose a second scene
where the enemy, who becomes a monster
comes out like this, roars once
and says, "I'm here"
The first is here
A scene where the character comes in
A scene where we take a quick look here
and a quick look at the map
The second scene is where the monster appears and focuses on the monster
I'm going to plan the storyboard
and proceed with these two scenes
First, let's set up the camera
Let's go like this for the camera
The camera will start here and go like this
then rotate like this
so we can see the whole thing
at once
Then, let's start by creating a Sequencer
There will be a slate icon at the top of this Editor
This is related to the Sequencer
Click on the Sequencer
If you click on the second item called add level sequence with shot
you will see settings for which scene to shoot
So the name is Sequence
this is simply My Sequence
you can think of this as the name of the video
We're going to shoot a video with the name My Sequence
Check it
Then there's the root path
And we'll leave this as the default
and there's an item called Number Of Shots
I'll make the Number Of Shots two
We will divide it into one scene where we look at the entire level with the camera
and then a second shot
where we focus on the monster when it appears
We'll divide it into these two shots and use them
And below that, you can see the time for each shot
It's currently set to 5 seconds
If you scroll down
I think it should be around this much
Set it like this
and click Create Level Sequence with Shorts at the bottom
Then you'll see that the overall layout has changed a bit
You can see it created like this in the outliner
Let's put this demo map aside for now
I think it'll be a little more convenient
And at the bottom, you can see that a panel called Sequencer has been created
Done
And if you look
the Sequencer is like this
a shot that you can think of as the entire film
And if you look on the right
you can see that the number of time frames flows like this
like After Effects or Premiere
Time flows from left to right
And if you look here, you can see it's divided into two
This means shots
Shot 1, Shot 2
So, if you look closely on the left
you can see that the names of the shots are written
as Shot001, and on the right, Shot002
You can also double-click on each shot to go into it
Like this
Then, you can set the details within that shot
Right now, if you look, you can see that an actor called CineCamera Actor 1
was automatically created within the first shot
If you go back to the root
you can see the path at the top right
If you double-click on Shot001 at the top right, you'll enter
If you click on My Sequence Root above
the two shots, like before, will be combined
into a full film
Here, if you double-click
and double-click and enter the second shot
like this
The cine camera actor
enters like this in the second shot
But if you look now, you can see that it is disabled
This is because if you look at the entire shot
and click on My Sequence to view the entire film
you can see a marker here
This marker is checking the current frame
Since the marker was in shot 001
you can see that 002 is currently disabled
If you come back and double-click shot 1
you can see it is active like this
Right now, this marker
is showing the scene of frame 001
Think of it like this
Then, let's create one from the first shot
Here, we will create something
that moves like this using a camera
If you look inside this shot right now
double-click to go inside
When you go in, you can see a new camera called the Cine Camera Actor has been created
Unlike the cameras we used before
the Sequencer automatically registers a dedicated camera for the Sequencer
so we use that camera to shoot the cine
So if you look at it like this
you can see it like this with that camera
If you select the camera actor on the right
a preview window with the camera actor selected will appear
If you look to the right now
It's here
You can see that the CineCamera actor is automatically there
I will create a scene
where it moves from this location
to this side and sweeps
the entire vent
To do that, it would be good to select the camera and move it
but I'm going to select it
move it, and rotate it
Rotate
and use this camera preview like this, it would be nice
It's a bit inconvenient
So, let's split this viewport a little bit
I'm going to adjust the layout a little bit
Click the 3 lines at the top
Then click the Two Panes in the layout
and it's divided into two
I'm going to click the top of the frame
on the left and click on the CineCamera Actor 0
Like this
Then, I will click on the CineCamera Viewport below
and try to do this so that the CineCamera
shines like this
Like this
On the right is the way to work
Then, on the left is the camera
You can check the view of the camera that we are going to work with
However, it tends to come out a little dark
At that time, click the Show button
and click Use Defaults to change it to the default setting
I will change it to the default setting
Then, on the right, it will say Real-time Off
If you click on it, it will change to Real-time On
and the button will disappear
Or, if you click on these three lines
and check in Realtime
you can check the values ​​that have been changed
If you look at it in this prepared state
select the camera here
and move it like this
You can work while
looking at the screen composition
with the camera directly on the left
I'll turn this off
like this
You can do it like this
In this state, let's try
going from here to here
First
in this Sequencer panel at the bottom
move the marker to the very front
If you make a mistake and this marker falls slightly like this, it'll break
You can see that it's deactivated
This is because
if you look at the Cine Camera Actor we've created right now
you can see a lightning bolt
A lightning bolt
This lightning bolt is an indicator
that it's a Spawnable actor
So, it's a spawnable actor indicator that tells you
that this actor is only active in shot 001
So if you look at it, if the marker is inside, it doesn't matter
Still, if this marker follows outside
in other words, if it's outside 001
the cine camera actor exists only inside
because there is no space outside
so it becomes inactive
The scene that we adjusted to the cine camera disappears
You lose it
In that case, there's nothing you can do
Re-align and re-set
You can do this by adjusting the cine camera actor material
and going back and forth
or you can carefully move the marker back and forth
To do this, rather than moving the marker back and forth like this
it's a good idea to use this button
so that if you click on these two fronts here
the marker will automatically move forward
If you put it in this position
and fix it to this position
on this frame where the marker is
f you look at the location value of Transform
you'll see a diamond mark on the right
If you click on this diamond mark
it will be activated like this
If you look at the Sequencer panel, you will see that a marker
has been created in the Transform section at the bottom
It is printed here
This marker means that information about the current location
has been recorded
And if you go to the side like this
When you go there
I don't know which frame this is
I think it would be easier to do it in seconds
So click on Frame 30 above
I'll change it to Seconds by clicking Show Time As
Then, you can see that it changes in seconds above
So
at around 2 seconds
I'll say, "I want this camera to be here"
Let's go with this
Good
Let's set the marker at the 2-second mark
nd then move the camera to an appropriate location
like I want it to be here
Then, if you click the marker value in the location value again
you can see that it's recorded and connected with a line like this
You can see that it's recorded and connected with a line
So, if you move the marker like this
you can see that the camera moves naturally like this
Let's go to Infront and play it
If you play it
you can see it moves naturally like this
This is the basic camera working configuration
This is simply animating the level Sequence
For now, I've created a camera work
by animating the camera
Basically, I've tried directing it simply through a camera work
Let's apply a key frame in the Sequencer
if you know how to take it in the Sequencer
Let's try applying a camera work
The camera will be here right now
This time, as it circles
circles around
centered around the entrance where the character comes in
To be exact, we're going to make it
so that you can look at the whole thing
by rotating it around
starting from this point where the character starts
this actor where the character starts
So normally, you could move the camera little by little to take a key
move it a little bit to shoot key
In movies, they often use a method
of taking pictures
by placing the camera on a track
to create a rail and moving the camera along the rail
Let's make a rail, a cart that moves the rail
and a camera on top of the cart so that it can move
So, let's make it so we can create
a natural camera path
First, we'll need a Camera Rig Rail
So after placing the marker at the second
2 seconds later, we'll make this camera move along the rail
so let's get the rail
For the rail, in the Place Actor
among the fourth cinematic items
there's an actor called the second Camera Rig Rail
We can use this actor
Let's get this actor by drag and drop
If you go down here and bring it back like this
a rail like this will be created
This rail might be visible
if you look at the center exactly
but let's hide the grid for now
Click on the grid
and if you skip the complicated grid
and click on this rig rail actor
there is a white line in the middle
In fact, you can think of this rail
as being visualized along this line
So, this modeling data
is just modeling data
that we've visualized to make it easier for us to work
and in reality, you can think of it as the data
moving based on this white line
So, if you look at it, you can click on the square point
at the end of the white line in the middle
and move it like this
Likewise, there's a small dot
hidden at the end
If you select this point, you can move it like this
And if you select this point
and move it like this, it can grow more
You can also rotate it
Since you can rotate it, you can create a curve like this
Then, we can call each of these special points
Point
By controlling the points
we can set the shape of the camera rig rail
In other words, that shape will be the path that the camera will move
The starting point is this part
The back
This part with the square plate spline
is the starting point
and this currently selected point is the endpoint
So we did the opposite
We have to put the starting point here and the endpoint in the back
so first
we select the actor in the middle of this camera rig rail and rotate it
I didn't select a point
but I selected the entire spline
I just selected the actor
I'm going to move it like this
Then, click on the point at the back
Click again
I'm going to rotate it
and move it like this
It's a little narrow, so I will shrink it like this and use it widely
If I do this and rotate it like this
a curve will come out
but it will end up too short
When that happens, you'll see lines sticking out on both sides of this point
These lines are called Handle
It's called a Handle
and if you grab both sides and move it
it's the same as grabbing this center point and rotating it
And the interesting thing is that
you can also extend this point
Then, you can adjust the curve that's being bent like this
Like this
The starting point is the same
Select the starting point
rotate it
and you'll get a curve like this
Then, let's move this point
and create a large curve
Like this
make the handle this long to create a curve
and I think I need one more point here
So I click on the point at the end and right-click
Select Duplicate Spline Point
Then, it will be duplicated
Click
Then, the point will not change
but you can see that a rail is created
If you move the point in this state
one of them will be duplicated and moved
This is the point that we duplicated
Likewise, you can create the points in this way
I think I can make the overall curve like this
I'll raise it a bit more
As it goes up more and more, a rail should be formed
so that the camera can go up like this and progress
In this case
I'll rotate it
and raise it more
Raise it a bit
and raise the one behind it and the last one
Done
Duplicate it once more
right-click it, and move Duplicate Spline Point
Move
Move again
Rotate it again
Like this
I made a simple rail like this
I think I need to make this camera rig rail
a spawnable actor so it can only be used in this shot
That means it should have a lightning bolt
like a Cine Camera Actor on the Outliner
To do that
right-click while selecting
the camera rig rail registered in this sequencer
Then, there is an item called Convert to Spawnable at the top
If you select this
you can see that the camera rig rail has a lightning bolt checked
Right?
You can also see the lightning bolt checked on the Outliner
Then, it has been registered
As this progresses, the preview on the left is also released
I will adjust this again with the Cine Camera Actor
Done
Then, we will apply the Cine Camera Actor
to the camera rig rail
The concept is like this
If you look now, a plate like this is on the camera rig rail
This represents the current position
The plate moves all the way
The plate moves
If you look in the details window, there is an item called Current Position on Rail
which is currently 0
I will gradually increase this value
If you increase it like this
you can see the plate move like this
Moving all the way
you can see that when this rail becomes 1, it goes to the end
In other words, the starting point is 0
and the very last point is 1
It means 100%
So as a result, as this square plate moves
when this plate moves
the camera is placed on this
and registered
as it moves, and as this plate moves
the camera naturally moves and films
According to time
this plate is 0 at 2 seconds
and we want to go from 4.5 seconds to 4.7 seconds
Until 4.7 seconds
not all the way, but until 4.7 seconds
it goes from 0 at 2 seconds
to 1 as it moves to 4.7 seconds
so we want to adjust it to become 1
So that it can move like this
at 2 seconds, set this CurrentPositionOnLay
to 0 and take a shot
Click AddKeyFrame on the right
Then, a track called CurrentPositionLay is created
and the key value is registered
If you move the marker back to 4.7 seconds
and set CurrentPositionOnLay to 1
when you click AddKeyFrame
a line like this will appear
and you can see this plate moving
from 2 seconds to 4.7 seconds
Next
This time, we need to put this camera on this Camera Rig Rail
So up to here
By 2 seconds, it's here
so from the next frame
let's say, "Get on here,"
so put a marker
at around 2, 3, 6 seconds
the next frame
Camera Actor
With the camera track selected, press the plus button
And there's an Attach
If you look at the Attach item, select Camera Rig Rail
in New Binding
That is, I will attach this Cine Camera Actor
by pressing the plus button
Where?
In New Binding, CameraRig_Rail
It means like this
So, click CameraRig_Rail
Then
from 2 seconds on
a track called Attach is created
and a block called CameraRig_Rail
is created behind it
This block can be moved back and forth
shortened, and stretched like this
From 2 seconds to 6 seconds
a block that says, “Attach to the Camera Rig Rail,”
That block says
"Attach this space"
This function has been created
So, since we’re going to attach it all the way
we can just push this block to the end
And the important thing is that
you can see that the camera position has changed slightly
In other words, it went well up
to here for 2 seconds
but when it attaches to the camera rig rail
where does the camera go?
You can see that it went back over there
The reason for this is that
if you look at the location value, which is the original position of the camera
it is this value
This value is the position value in the world
The position value in the world
and the moment it is attached to the CameraRig_Rail
you can see in the outliner that
it has entered as a child of the CameraRig_Rail
What I mean by entering as a child is that
it has entered the space of the CameraRig_Rail
and cannot help
but be affected by the space of the parent CameraRig_Rail
So, at this time, the location of the cine camera actor should be placed at the origin
0, 0, 0
If you place it at the origin like this
Like this
This is the origin
You can see that it moves to the origin like this
The starting point of the camera rig becomes the origin of this space
That's why it came here like this
In this state, I will slightly correct the camera position value
Like this
Let's move it up just a little bit
I'll move it slightly upwards
After that, we need to fix the transform value of the camera actor again
If you click the location keyframe
L key
you'll see that the keyframe changes
It's checked
Before this rig rail, it was based on the world coordinates
Once it enters the rig rail
the position should be adjusted
based on the rig rail as its child
By setting the keyframe this way
the camera's position will now depend on the rig rail
and will move along with it
Like this
Shall we make it bigger?
It will move like this
The camera is moving well
It's doing fine
but now we can see that the camera's focus is fixed
Since it's fixed, it's not very interesting
We want
the camera to focus on
this point
where the character from the starting point
So, from now on
we will adjust the camera's focus
to follow the character
While moving the marker, I think I made a little mistake
When it moved front
to here
at this point
only the location was keyframed
and since the rotation value
wasn't keyframed
you can see that it just flipped directly
to the new value
What I mean is that
if you look at the track below
you'll see location and rotation values
Up until now, only the location value has been changed
Since there are no keyframes
for the rotation value
it automatically rotates to the new rotation value
which ends up affecting all the frames
including the one before
So, we also need to adjust the rotation value again at the beginning
Let's do that
We'll add the rotation keyframe here
and then make sure
to hold the keyframe
for 2 seconds
By keyframing the location and rotation values similarly
you can see that the position and rotation values won't change
Then, when it transitions to the rig rail
we rotate it again
After rotating it
180 degrees
we'll also do add a rotation by AddKeyframe here
This way, until 2 seconds, the camera will continue to focus on the starting point
After 2 seconds, when the camera transitions to the rig rail
you'll see that it rotates correctly and comes back like this
And then, it moves up like this
It's been corrected like this
We want to
set the tracking target during the camera's rig rail movement
This is done through the Rocket Tracking setting
where we specify what the camera should focus on
Currently, the "Enable Look at Tracking" option is disabled
So, we will keyframe it with the tracking disabled until 2 seconds
Click
This way, it remains inactive until then
and then we skip a frame
From here, we check "Enable Lock at Tracking,"
so the camera won't focus on anything before 2 seconds
but after 2 seconds, focus on the desired target
It's like this
Now, let's set the target for the camera to focus on
So, after 2 seconds
when "Enable Look at Tracking" is activated, we need to specify the target
Like this
This is the one
There's an option called "Actor to Track"
Actor to Track
In the Actor to Track, you can decide which actor the camera will focus on
By selecting "Player Start" through the spool
you'll see that "Player Start" is registered in the "Actor to Track" field like this
The "Player Start" may not be searchable here
because it's a level instance
and its contents don't appear in the search
Once it's registered
if you check the camera
you can see what it's focusing on
Before 2 seconds, it doesn't focus on anything
but after 2 seconds
once it's registered in the camera rig rail
the camera starts updating
continuously, although it shakes a bit
It's updating the target to focus on every frame
As you can see, it keeps focusing on the Player Start
Now, let's play from the beginning
Click To Front and play
You'll see the camera move for 2 seconds
and after that, it follows the camera rig rail
and focuses on the Player Start
Since the marker has gone off-screen
it's better to bring it back inside the shot
and click the Cine Camera Actor to adjust it
The first shot is complete
Now, let's review the content we learned in this session
Marketplace Fab Utilization and Sequencer Overview Fab A space where assets are sold, purchased, and shared between users
Fab integrates various marketplace spaces supported by Unreal, such as Marketplace, SketchFab, and ArtStation
How to use Fab After searching, select Download/Add to My Library, depending on whether you want to use the desired asset You can check the assets added to My Library in Library 〉 Vault in the Unreal Launcher
Click the Add button of the project of the desired asset, select the project to install, and check the creation of the related folder after installation is complete
Lesson Example Download Download the Infinity Blade Hideout sample asset used for learning from the GitHub link
Select Environment pack3 from the unzipped folder, copy it, and paste it directly under the content folder of the project you are working on
Check the creation of the EnvironmentPack3 folder in the content folder of the content browser panel
Cut Scene Inserting a scene that is not user-controlled but directed by the developer in the middle of the game to explain the opening, ending, or story
In the past, Cut Scenes and 3D for 3D play were used separately, but now the boundary between cutscenes and play has become ambiguous
Sequencer It is easy to understand if you compare it to a movie shooting site to utilize the sequencer Sequencer (Actor): Film director CinecameraActor: Camera Sequencer (Asset): Scenario and film Level: Location Actor: Actor and props
Direction for camera work Level creation Empty Level (streaming format) Drag Environment pack / DemoMap4 level to the current level to load it as a level instance
Create a sequence Click the top slate icon and select Add level Sequence with shorts Name it My Sequence and set Number of Shorts to 2
Viewport Settings ViewPort Option 〉 Layout 〉 Select Two Panes Left Viewport: Sequence Camera Preview / Right Viewport: Operation for placement and production
Unlike general camera actors used during runtime, it has functions specialized for production, such as focal length and follow Ability to set details of camera lenses to match the settings with real cameras
Camera Working Direction Spawnable Actor An actor that spawns in the level only when the sequencer is playing. It is marked with a lightning icon ove
CameraRig Rail Drag the CameraRig to place it in the world Right-click the CameraRig track and select Convert To Spawnable
Set the Current Position On Rail value to 0 at the start of the rail and 1 at the end of the rail
Click the [+] button on the right side of the Camera Actor track and select Attach 〉 New Binding 〉 CameraRig_Rail to connect the camera and the rail
Camera Focus Settings Add a keyframe to disable the CineCamera Actor's Lookat Tracking Settings Enable Look at Tracking for up to 2 seconds
Add a keyframe to enable Look at Tracking from the frame after 2 seconds Use the eyedropper to select Player Start on the CineCamera Actor's Actor-to-Track